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Pathfinder Society Scenario #3–26: Portal of the Sacred Rune (PFRPG) PDF

****( ) (based on 5 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

The Pathfinder Society has secured one end of a portal from Golarion leading to an isolated demiplane rife with adventuring opportunities. Now all that remains is gaining control of the other end, thereby ensuring safe and continued use by Pathfinders for years to come. The PCs are selected as the best chance the Decemvirate has of claiming the portal for their own.

Written by Sean McGowan.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (5)

Average product rating:

****( ) (based on 5 ratings)

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Awesome

*****

Just played it. Probably the most enjoyable scenario of the 40 or so I've played or run. Our group of 5 (which lacked a dedicated healer and contained a summoner and magus for arcane support) had a choice to play up or down and we chose to play up which I think contributed to my enjoyment. With this mix every single encounter (we played the optional) was a challenge, and in all but one I felt the balance of success or failure could go either way - which builds the kind of tension that gets the adrenaline pumping and provides a real sense of accomplishment when success does rear its battered head.

By the three quarter point, Story wise, I had an inkling of why they opponents were organized the way they were, although before the final encounter I was not sure what might show up - and after the encounter the reveal made sense. I think that the fact that there was a design structure that raised my adventurer's hackles as to "hmm what is really going on here?" was a plus.

The tactical set ups are each well thought out and the tactics of the creatures appeared to be well crafted and reasonable in terms of setting an appropriate challenge. When I get a chance to read/run the mod I will look forward to judging what might have occurred had our group played down, but I suspect the overall tightness of the design will speak in the mod's favor.

I'm not sure I would want to draw the map on the fly as our judge did - but it did not seem to slow us down too much - so YMMV on that one.

I've submitted a few proposals to open call through the years, and my final compliment to Sean is that this is one of those mods that will be a standard to shoot for in my own design and writing. Thanks for a great evening of play.


A fun 4 hours

****( )

The scenario has a nice mix of enemies and tactics along with interesting abilities. The adventure's story is good and the flavor was very appreciated.

My only issue with it was that the faction missions were not well-written or made more clear and the players had a difficult time doing some of them.


Into the well, new GM's may face hazards

*****

The map was great I hope future PFS maps use this cartographer. To gm this one I constructed small rooms and described the journey relying on atmosphere rather than a huge mega map. After some feed back from GenCon I did a 180 on map presentation, ditching gaming paper printing this great map out some rooms 2x. Tileling room to room.

I earlier gave this a 4 star review now after running it at GenCon. I am planning on running this locally for my players. So what has changed, I have GM'd it a couple times but as I prepare this thing again, I am looking at better ways to present this as a whole.

For GM's prepare prepare and prepare some more. This scenario is perhaps the best box of sand your players can play in. After 2 sessions, in both instances did things I did not prepare for.

Map, this will be your biggest obstacle in preparing. Predraw this, fog of war this. Create your map in advance.

Miniatures, try to bring relevent miniatures for each NPC, PC's may face.
Enviroment, there are some very important rules that you may need for this.

Effects create a list of all effects and spells players may have to face you may want to bring a condition card.

If a GM reviews this scenario and has questions feel free to PM me. Hopefully I can be of assistance.

As far as the other reviews, the map is great what you do with it is what matters, and Axe if you consider it is a sequel of sorts to Storming, Aspis makes sence as well as the Introduction.

Paizo please keep this author employed.


Really?

**( )( )( )

While the premise of the module is nice, I'm dropping it two stars for the map. It looks beautiful on the print out, then, as a GM, you have to draw it. First off, I've looked multiple times, and read the intro, and nowhere does it list the scale of the map. Due to the size, I'm assuming it's 5' squares, but recently mods have come up with 10' squares, so confirmation would be nice.

Secondly, drawing this thing is a nightmare. the stair drawings make it hard to even count the squares to get it drawn properly.

I will say I enjoy how it wraps up the season. But as a GM, I can't give this any more stars due to map issues.


PFS Review

****( )

I have played this in PFS. I have neither run nor read it.

I had a blast playing this at PaizoCon. It had cool "traps" and a neat boon that ties in well to season 4.

The BBEG is satisfyingly difficult although a bit of a slog.

Setting doesn't quite make sense though. Why isn't this place completely swarming with Aspis ready to kill us? Instead it's got about 10 almost comically incompetent agents just hanging out.

Still quite enjoyable though.



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